Using /note commands to players online will apply private-message-beep and ignore-list settings properly.

Rune prices halved.

Classes that don't have mana no longer receive low-mana-warnings if enabled.

Blank books can always be activated at 100% success chance.

Doomed Grounds spell has been buffed, rods of drain life do the same as wands, annihilation and hp return were slightly reduced.

'of plenty' magic devices that naturally come with very few charges should more often come with noticable higher amount of charges than their non-ego counterparts.

Many more race/class combinations are choosable now (almost all except for some very contradictory ones).

Monsters can attack players that are inside dungeon stores in close combat too.

Event reward creation algorithm tweaked somewhat.

Event reward creation further tweaked in that if it generates a piece of armour that can provide a random high resistance, it will try to mostly generate one that fits your character. This is done in two ways: Runemasters get one that provides backlash-resistance to possible high elements they can conjure, however, if the character already has that resistane covered (eg Draconians) it will mostly not be generated.

Event reward creation will try to not create items with high resistances that we already possess (Draconian lineage).

Monsters' 'Drain Mana' ability buffed, low-level mobs using it should be somewhat more annoying now.

Secret Black Market now offers rods more often, making it feasible to scum it for very powerful rods.

AI_ANNOY monsters will now attack in melee too (provided they actually have a melee attack) when cornered.

Half-Trolls (player race) get intrinsic HP regeneration flag now (same as the one acquired from items, so they don't stack).

Suiciding/retiring a character will now properly produce a '-death' or '-retirement' chardump file.

When a dungeon boss is killed, the unique kill message is displayed with light-umber coloured asterisks (stars), and the player getting credited receives a message about having conquered that particular dungeon.

Automatic death/victory character dumps now always display the player as an '@', for better visibility.

Detection staves/rods no longer produce an "absence" message that gives away their purpose even though they might not yet be known to the player.

Being undead halves drowning damage from water.

Inspecting ranged weapons could display wrong damage numbers, this has been fixed.

Teleportation has been improved for small levels. If he map has only few free grids, it should fail much less often now.

Terraforming from magic spells has been added/improved. Most notably, fiery and acidic attacks and their relatives can destroy more types of grids (eg spider webs). Ice walls should now be meltable with some effort.

Trueart mage staves had their weight corrected. A new one was added. Hellfire now activates for hellfire.

Mage staves no longer come with negative boni by default.

Activatable items that do not fall in the normal "magic devices" categories of wands, rods and staves, are much easier to activate now (eg elemental rings).

Object detection spells had their radius increased.

Normal character slots can be used for creating slot-exclusive mode characters now (eg you can create 9 IDDC-mode characters if you want to).

Mushrooms of disease/unhealth will no longer pseudo-id as 'good'.

Some axe types had their weight and base price adjusted.

Maia runemasters get x1.7 skill modifier now instead of 2.0.

The '/who' command has been expanded slightly, now showing race+class too.

Teleporting other players in town should no longer place them in deep water or lava where they could get hurt.

Martial arts shape changers should see more distinct changes in damage and greater damage boni for high-damage forms in general, depending on the monster form, much closer to what weapon-users get. Eg the damage bonus difference between Maulotaur and Jabberwock should be more noticable now and Jabberwock will give a greater damage bonus than before.

Angels do not "die" but are "destroyed".

Morgoth received missing resistances 'sound' and 'light' that his crown actually provides but he was lacking.

Very high level ego items, especially double-ego items, get their level toned down much more.

Sound, confusion, light and darkness damage inflicted on monsters that resist them results in somewhat higher inflicted damage now (about 1/3 on average instead of about 1/4).

Runespell damage for bolts and for certain high elements has been lowered.

IDDC:

Floor staticness tweaked. Even shallow floors should stay static for 2 minutes now, giving you time to relog on disconnect.

No more 'imminent danger' feelings.

Non-static dungeon towns (1k, 3k) get randomised every 24h together with the rest of the IDDC theme layout.

Logging back in to a (meanwhile changed) dungeon town will avoid starting on lava/water grids that may hurt you or your items.

Wall/floor lighting/shading has been polished some more. Also check out view_lite_extra option for lighting/shading overkill, maybe it's your cup of tea.

The !X inscription can now also be used on spell books. It is eligible for Identify, Greater Identify and Recognition. It does not work with Ancient Lore because that spell is a pure 'bag id' type of spell (technical reasons for now).

Missing item activation code and info has been added, magic device skill has much more influence on recharge times (especially of artifacts) now.

Several dungeon locations have been changed to fit theme of dungeon/wildernes or lore better.
Some lower-level dungeon might now be easier reachable from Bree.

The Helcaraxe 34,49
The Small Water Cave 18,0
Erebor 42,17
Mount Doom 58,44
The Mines of Moria 28,6
Mirkwood 40,27
The Land of Rhun 51,31
Nether Realm 13,52
The Sacred Land of Mountains 45,48
The Old Forest 46,14

Holy Curing school level 50 boni improved: -5% exp loss on death (caps at 30%, so a priest with max Holy Curing reviving another priest who also maxed it won't result in only 25% exp loss - does work with instant resurrection though, reducing its penalty from 50% to 45%) and melee attacks get branded with SLAY_UNDEAD.

Slay-mods are applied correctly in pvp-fights (including blood bond). So far only brand-mods (elemental) were applied.

Fixed a bug that could wrongly flag items with negative pval as 'broken' when the player who carries them logs out and back in.

Melee-oriented characters will start out with lighter weapons if it gives them at least 2 BpR instead of just 1.

Items the player drops can now land on staircases, preventing some critical item loss in special situations where there is no available space except for a staircase.

(Fruit) bats can now wear body armour.

Fixed a glitch that might result in a loss of money when dropping money piles of greatly differing value on top of each other inside a house.

Items on the world surface and especially in dungeons time out slower (45 minutes for basic items in the dungeon instead of 30 minutes).

The random item loss that may occur on death now somewhat tries to keep magic devices, spellbooks and grimoires alive (may still poof if unlucky though).

Item activation code fixed in special circumstances: If an item is an artifact and has a special activation that differs from it's base-type activation, use the artifact special activation instead (true art DSMs!).

For private LANs: 'persistent_artifacts' and 'players_never_expire' options added in tomenet.cfg.

A glitch has been fixed that can cause true artifacts to no longer timeout in certain (rare) circumstances.

Event reward generation code will accept 'Critical-strike' skill as a replacement for 'Sword-mastery' to try and generate a sword-type weapon.

New command /dun added. Displays the name of the dungeon you're currently in.

The commands /partymembers and /guildmembers now also show account names.

Added /knock command. (It's the same as doing h k on a house door.)

Knocking at a house door will now sound equally loud to everyone inside instead of getting quieter over distance, and produces a notification message too.

A glitch has been fixed that prevented correct experience distribution when a much higher level player casted a buff spell on another player.

Partyable players should consistently have their level displayed in light blue colour in @ list now (there was some glitchiness).

The /tag command syntax in the guide has been completed.

Using smileys ':D' and ':3' in a sentence no longer attempts to send the message to a party.

Telekinesis spell now uses server-side item request. This means that it only asks for an item if the cast actually succeeded. However, if you had it macroed for specific items, you'll need to insert \wXX to wait for the 'Teleport which object?' request to make it work again.

Weapon/ammunition branding (runecraft) will cease if you unequip them or equip a secondary weapon, requiring you to re-cast the spell to brand them again.

Havoc rod damage types reduced to more in-style elements, which are also less likely to get resisted. (All base element types have been excluded.)

Monster attack sounds are now also audible to players nearby (at reduced volume) who are not the actual target of the monster.

In all towns except Bree players who are instantly resurrected will spawn in a sickbay area next to the temple, which is protected from monsters.

Black Dogs are no longer eligible for 'pack leader' ego power.

Fixed a glitch that could crash the server when firing ammunition without a target.

Guide (6.7c) suggests some more forms for Shamans.

The online help (? key or /help command) now shows a command key overview, as suggested by Lightman.

Vampires have much less mana in bat form than in their humanoid form.

Vampires are now immune to Black Breath.

Vampires take only half the exp drain from equipped items.

Vampires may equip heavily cursed items (except for 'nothingness' weapons!). All negative bonus numbers on these weapons will flip to positive ones, with some being reduced perhaps, making Morgul weapons and several heavily cursed artifacts usable for them. The boni will revert when taking the item off.

Vampires no longer burn from sunlight while inside a player house.

Vampires got 'Vampiric Mist' form added which has some special perks.

Shiver/fear auras have been buffed (trigger rate mainly).

Removed TELEPORT flag from Camlost to make it useful for vampires.

Removed WRAITH flag from the Long Wword of Angmar to make it useful for vampires.

The Iron Crown of Beruthiel and the Phial of Undeath are now heavily cursed.

Stormshield block rate improved.

Thunder Axe 'Dawn of Hope' renamed to 'Twilight'. Lotharang is now a Tomahawk instead of a Battle Axe.

The artifact list (~1) now displays colours, indicating the item types same as is used in inventory/equipment.

Weapons that give Black Breath will actually resist Nazguls same as artifacts/stormbringer do (1 in 1000 chance to get destroyed on hitting).

PvP-mode characters can no longer enter the party menu, since they cannot form parties anyway.

PvP-mode characters will now by prefixed with 'Gladiator' title on login.

It's now correctly possible to switch place with players standing right in front of a shop.

Dungeon exploration records use more consistent terminology.

Freesia can now respawn for kings, while Farmer Maggot's dogs are still exempt.

More items have been made useful for using them in a trap: Rune scrolls, darkness staves, PfE and various light-casting items.

Double-immunity increases the value of randarts more.

When pasting an item from a player store, the house colour will be reflected in the paste message (colour of the '+'), as suggested by Dj_wolf.

Experimental new spell system: Spells have fixed mana cost and in turn some spells have been split up into different tiers, enumerated by roman numbers. The damage of lower tiers scales up somewhat with further school skill increase. When a spell is cast without a tier number, it will automatically try to use the highest available tier. So in theory you do not need to change your macros.

Mindcraft spells have been tiered.

Holy school spells have been tiered.

Book store capacity has been increased to accomodate for spell-tiering.

All kinds of book stores now change their stock more frequently.

Disenchantment bolt is now a beam, called 'Disenchantment Ray'.

Hellfire deals more damage to certain monsters.

Players may write up to 6 pending notes instead of 5.

Vapour spell damage increased by 60%.

Water Bolt spell added to Water school.

Ice Storm renamed to 'Frost Barrier', has now radius 1.

Nature school's 'Healing' spell has been adjusted to match the one from Holy Curing.

Holy Offense and Holy Curing is very slightly harder to train for paladins than for priests.

Exorcism has been adjusted. It now dispels demons only.

Martyrdom now only lasts 8 seconds for non-priests (15s for priests).

Dispel-type spells deal halved damage while under the effect of Martyrdom.

Dispel-type spells now correctly have halved damage output while in wraithform.

Holy Sense Monsters has been changed to Detect Evil.

Holy schools are no longer affected by Spell-Power. Orb of Draining damage has been increased.

It's now possible to clear pending notes to characters who no longer exist, oops.

Account-wide house limit implemented: Up to 30 houses on all characters added together. Also shown in the /ex command.

The character menu has been expanded by one generic slot, allowing creation of up to 9 generic characters.

A bug has been fixed that interfered with getting massive pieces of wood from hacking down trees.

Inspecting an item while inside one's house will display the player store appraisal value.

Unmagic has no effect while under the effect from Martyrdom.

The shop-theft blacklist now continues to run out even while AFK (at same speed).

/roll, /d and /die are synonyms for /dice command.

When a player store sells an item, the seller will get a live message if he is online, even if it's on a different character.

A timing bug has been fixed that could lock up clients in certain situations (eg when actively searching for doors/traps while rods recombine in the inventory. The lag-o-meter would go red and the client not react to commands anymore).

Runecraft: Darkness damage reduced. Sigils fixed. Runes are required for more kinds of action and especially to prevent dangerous backlashes.

The secondary weapon gets visually greyed out in the equipment screen if the character's armour weight is too much to allow dual-wielding (flexibility encumberment).

IRC command "?help" added that lists all available IRC commands.

Party members may try to steal from each other in town, if caught they'll get send to jail even if the jail is not enabled otherwise (for swearing).

Invulnerable targets now have their health bar displayed in bronze colour (light brown)

Command /que can now be used to display a short quest log. Command /qdrop has been added to drop a quest, which /que no longer does.

Golem creation adjusted and fixed. Golems may only have exactly two legs, not less and not more. Arms and legs now spawn from +5 to +15 and directly reflect +damage dice sides and +speed. Golem melee damage has been sanitized. +Speed items can no longer be added and +Life items cat at +3 total.

It's now possible to drop items onto stacks of the same item owned by a dead player and have them merge automatically, provided one's own character level is higher than the item level of the dead player's stack.

Wilderness map pieces now reveal a 3x3 worldmap sector patch (can be smaller if on the edge of the map) instead of just a single sector.

Death now cancels Word-of-recall, avoiding a sad cascade.

Removed redundant 'You gain <....ability....>' style messages, eg an Ent Shaman "learning" to see invisible at 20 (shaman power) although he already knows it because he's an ent.

Some more newbie warnings added (drained stats/exp on entering a town; iron/noup/forcedown warnings on stepping onto such a dungeon's staircase; warning on dropping a boomerang; warning_bash for doors; warning_inspect when finding a ring or amulet).

Commands /sayme (or /sme) added that works like /say (or /s) but for emotes (same as /me does in global chat).

Ice damage no longer has a sound-damage property, it's just a mixture of cold and shards damage now.

Plasma resistance implies fire, lightning and sound resistance. Breathers will have all these and transfer them to mimicry users accordingly.

Toxic waste breath gives poison and acid resistance to the monster, which will transfer to mimicry users accordingly.

Events that hand out reward items may also hand out dark swords now if you have sword-mastery and antimagic skills trained.

Troll 'king' ego monsters received DROP_GREAT flag.

Checking items for appraisal value now works in list houses too.

Extremely low elemental damage will no longer harm items in the inventory.

Priests of level 35 and Enlightened Maiar can instantly sense curses. Priests below level 35 can sense them the faster the closer they come to 35.

Corrupted Maiar can take off lightly cursed items at will.

Some detect spells now also correctly detect other players.

Player ESP has been fixed for hard mode and for ESPing other players correctly depending on their type.

Various spells were adjusted, mostly holy school spells receiving buffs in some ways.

New feature: Item orders. Hit o key in a basic town store to order a specific, basic (non-ego) item. Ordering piles takes longer. Cannot order items that a shop doesn't ever sell. In the Rune Repository and Book Store you can simply just type in the spell name or rune element instead of the full item name.

Randart versions of rings that come in their base form with one of the four basic elemental resistances are especially likely to obtain the according immunity as randart.

The traps pits, trap doors and chasms can no longer drain sanity.

Items inside inns can no longer stack to form piles, this works now similar as inside houses. Don't drop items in inns when there is no free space nearby.

Traumaturgy skill: Fixed a bug that caused it to be always as efficient as if it was at level 50.000.

Light damage hurts fallen and corrupted angels with full damage.

Characters that can train Interception skill or that have trained Martial Arts skill will gain a basic interception chance depending on their character level (caps at 50) or their Martial Arts skill respectively (whatever is higher), even if they didn't train Interception skill explicitely. Training the Interception skill will add to this, but less than it previously did. This means that training the Interception skill is somewhat less urgent now for melee characters. Also, druid get pseudo-interception this way thanks to their Martial Arts skill.

Added /yell command, same as /shout.

Archers can train antimagic skill as easily as warriors.

Various tome/handbook colours were changed.

Word-of-recall state correctly survives logging out.

Server settings (~d) made more precise.

Items: IGNORE_ACID flag implies IGNORE_WATER, even if not shown explicitely.

Mace of Disruption had SLAY_UNDEAD flag replaced by KILL_UNDEAD and it's average damage enchantment somewhat increased.

Scythe of Slicing had its slay flags replaced by VORPAL.

Thunder Axe had electricity resistance removed (this reduces internal point cost when turning it into a random artifact) and had IGNORE_WATER turned into IGNORE_ACID (which implies IGNORE_WATER).

Scourge of Repentance now slays both undead and demons and ignores acid and fire.

Various static magic school boni were modified.

Martyrdom level has been increased from 40 to 45.

Training both Antimagic and Interception skill will result in diminishing returns, allowing a maximum combined spell suppression chance of 83%, which in other words means "1/3 less spell casts than with only one of the two skills maxed".

Renamed 'Magic schools' to 'Wizardry', 'Holy schools' to 'Prayers', 'Druidic schools' to 'Druidism', 'Mindcraft schools' to 'Mindcraft', 'Necromancy' is no longer a parent skill but belongs to new dummy parent skill 'Blood Magic' as all its former subskills do now.

!X inscription now also works on perception staves and rods, activatable items and spellbooks, including bag-identify spells.

Fixed a glitch in Herbal Tea that occurred between spell level 20 and 24.

Meta school has been disbanded and spells moved to other schools, 'Project' spell was scrapped completely: 'Wizardry' (formerly 'Magic schools') spells now all auto-project.

Monsters that resist time are unaffected by stasis effects.

Charming/Possessing are grid-bolt attacks, meaning they don't require a free line of fire to the target (they do need the target to be in line of sight though, just that other monsters can be inbetween).

'Elemental Shield I' is now a shared spell (Fire/Water school), 'Elemental Shield II' is shared between Fire/Water/Air/Earth - since it's a level 20 spell that means you need 80 total skill value, for example: 50 fire, 30 earth. Or 20 in all four schools.

Rogues can no longer access Divination and Air magic, but Shadow (Occult) instead. They can still access Conveyance.

Shamans and adventurers can access all Occult magic (Spirit and Shadow school).

Monster buffs: Shambler is now immune to electricity and had extremities added. Keeper of Secret has a torso now. Bloodthirster level reduced from 55 to 50 and received fire immunity. Star-Spawn, Great Unclean One, Bile Demon and Gelugon had their limbs (inventory slots for mimicry) increased. Elder Vampire speed buffed from +10 to +20. Low/mid level angels had their HP buffed. Various top-tier 'p' monsters were buffed.

Go in the casino: Increased time limit per move from 30 to 60 seconds (experimental).

A cutlass deals slightly more damage and costs more.

Monsters that have NO_CUT flag take reduced damage from shard-based attacks.

Monsters drop item types that obey their loot table (treasure classes) and that also are more in theme with the monster in some cases, eg if a Swordsmen drops a weapon it'd be a sword rather than a whip, axe or polearm.

Monsters correctly obey their treasure classes all the time now, a glitch has been fixed that would cause monsters to drop wrong loot types in some cases.

Vampires cannot use holy fire spells (Fireflash).

Witan Boots always retain their -2 to stealth, even as randart. This means that they can get more than +5 to speed now, same as all other boots.

New feature: Merchant mail. Send an item or money to another player for a fee via the merchant guild (the "bank", usually nearby the local black market). COD mail is also possible. Note that mail that bounces more than once (nobody is picking it up) is lost without compensation.

Staves and rods now stack like wands: Their charges are all combined in the stack. Using them no longer unstacks them, saving inventory space.

New staircase sound effects added, requires a full client update or at least soundpack update.

Beholders now have UNMAGIC spell, according to the lore.

Picklocks can now spawn with varying +disarm values.

/empty command is available again to empty a potion from your inventory and receive an empty bottle that you can use to /fill at fountains for example.

Rod recharging fixed in all situations, wherever the rod may be.

Items with timeouts keep timing out no matter where they are.

Fixed rod behaviour in trap kits, firing properly now.

It's now possible to cast spells at hostile player-owned monsters (aka a golem of a hostile player).

Sanity deaths in Training Tower will no longer produce a living vegetable but reset sanity to 0.

Items that got lightly pseudo-identified (eg very low Combat skill) can get re-pseudo-identified later when strong pseudo-identification has become available (eg Combat skill has been increased to 11+).

Half-elves gained a small Nature school bonus, elves gained a Water and a large Nature school bonus, high-elves gained a nature school bonus.

Anti-teleportation will now cancel Word-of-Recall effects instead of stalling them.

Martial arts consequences and weaponmastery boni are now applied correctly when wielding a weapon only in the secondary hand while the main hand is empty.

Items of incompatible mode have their names now displayed in dark grey when stepping on them.

Characters can now transfer house ownership to another character of the same account.

Characters can now enter houses whose owner is another character of the same account (provided they are of compatible character mode). The house door will be displayed in dark green to indicate this.

More spiders and poison/dark-themed monsters in Cirith Ungol.

Nazgul are now listed in orange colour in the unique monster list (~3).

To-ac item enchantment limited to +30 instead of previously +35 to put more emphasis on the base armour class of an item. Monster hit chance has been adjusted downwards to match the now smaller total AC number.

It's no longer possible to float into the Training Tower as a ghost.

Some monsters who have WILD_ONLY flag can no longer spawn in the dungeon according to the flag's meaning.

Wielding a 2h-weapon will take off both weapon and shield or both your weapons if you're dual-wielding.

Wielding a shield will take off a two-handed weapon if you have one equipped.

Wielding a 1.5h-weapon will take off a weapon that was in your secondary hand.

Item recharge failure no longer always destroys the whole stack (except for very small stacks).

Lava will mostly damage boots, sometimes the cloak, but not other items when walking over it.

No-earthquake inscription (for Grond only) has been changed from !E to !Q.

Food and firestones belong exclusively to 'junk' treasure class now (instead of 'tools').

'limit_chat' option also blocks IRC chat now.

True artifact amulets and rings have colours approriate to their lore now, where applicable. In turn, this means some other amulets or rings switched colour with them, so expect about a handful of them each to be different now.

Monsters' cause-wounds spell ('points at you and curses') now also applies cuts on spell levels 2 and 3 (it has 4 different spell levels). Players who have NO_CUT flag (mimicry) are immune.

Plasma resistance has been split up into the plasma components fire immunity (resistance for rune sigil), and resistance to electricity and sound. Plasma damage deals 50% fire compound and 25% electricity/sound compound each.

NO_CUT monster flag and also player flag (via mimicry only) protects against monster curses too (so far it only protected against GF_CAUSE, aka the player version of monster curse).

Smaug guards the Arkenstone of Thrain now, not the necklace Nauglamir.

This is not new, but maybe not known: Getting out of the Halls of Mandos will produce an entry in 'Noteworthy Occurances' (viewable at mayor's offices/seats of ruling).

Rune spells that require a rune now appear light red in the mkey menu and macro wizard if no rune is present in your inventory.

Specific Ironman Deep Dive Challenge-related changes:

A dedicated IDDC-mode character will receive flavour information randomly for on average 1/3 of all flavour types, saving ID scrolls. Journey with a buddy to rely on his flavour knowledge too, since it's probably different from yours!

A dedicated IDDC-mode character will receive at least a 50% discount (albeit the discount percentage is not explicitely shown on the item) in all shops in Bree (actually in any npc-store outside of the IDDC).

Even the smallest dungeon themes (The Maze) are expanded to full-sized floors.

Static floors unstatice after 5 minutes instead of 10 minutes.

Dedicated IDDC-mode characters can recall out of IDDC from the floor where they defeated Morgoth, instead of having to go on all the way to the bottom floor of the dungeon.